Warrior: I think the site says that the warrior is most skilled in non magic (duh) and can carry/do more with weapons than other classes. They can also use "Rage" which seems to call/create powerful warriors that join the hero in combat.

Paladin: Paladins are the greatest fighters against evil. They are equaly good at fighting and magic. Their skills alow them to be really good against demons and "Nezhiti" (what's this mean?) Paladins also can do something special with artifacts.

Mages: Prefer wisdom and magic to brute force. They do not have big armies or tactics, but they can weaken enemies and strengthen allies. They can also use destructive and Resurecting/Necromancy spells. They level up to make magic spells less expensive.

As heroes level up, they gain Skill Runes? and new Abilities. The runes can then be spent on improving abilities.

Level: Heroes Level Up. The higher the level, the better the skills.

Experience: is earned through battle. When a hero gains enough experience he levels up.

Title: This bit is unclear. I think it means that as you do more and more, the king will reward you for special merit. This is gained through some game tasks.

Leadership: Determines how many creatures of each type can join the hero. Soldiers have high leadership, magicians lower. You can increase leadership by gaining titles. Some skills require strong leadership or titles.

Attack: Adds to the attack of your creatures. Higher attack then attakee's defense, extra damage is dealt, up to 300%.

Protection (Defense?): If a creature has higher protection, it will lessen the damage dealt to the creature, up to 25%.

People?: Humans began as a bloodthirsty war like race, but after a while they became wiser and less war like. They avoided destruction, and were united. However, internal conflicts led to them having to keep an army up. They trained Horses and Griffins, and few can stand up against cavalry. The next bit is hard to read, I think it says they forgot how to use dark magic, or possibly the reverse. Then it says something about combat and gods.

Elves: Proud elves rarely leave the forrests, and do not like strangers. They are imortal. They do not like war, prefering peace, but can use powerful magic. This magic is protective and creative. They work with creatures of the forrest. Elves have good archers, but prefer not to hunt. The Elves aknowedge to the gods, but do not revere them.

A long time ago, ancient wizards put 4 spiritss into "Boxes of Fury." If you have a box of fury, and fulfill the neccessary quests, the spirits will be called to your aid.

Spirit of Stone: Big Stone thing that can crush a great deal.

Spirit of the Swamps: Big Scaly spirit that can poison things.

The two other spirits are as yet undocumented. They are the Spirit of Storms and the Spirit of Death.

Items
The player can find Items during his quest. These include trunks of Gold or Valuable artifacts, or the "Comander Banner" which increases leadershp. These items are guarded by malcious monsters. You have to fight them in order to win the prize.

Banner: Increases Morale and Leadership.

Gold: Heap of coins dropped by someone.

Simple Trunk: Contains object of little value or a small quantity of gold, though with magic or luck things of greater value can be found.

Pirate Trunk: A little gold or a trinket, but ocasionaly a map to hidden treasure.

Casket: Very valuable stuff.

Runes of Talent: As stated above, these can be used to upgrade abilities. They are found on the adventure map, as well as when leveling up.

Hiding Place: Lots of gold or powerful magic artifacts.

Containers of Essences?: Griffin or Dragon Eggs, and coffins? By using these a hero can summon the aportaining creature to the field. There must be room in the army and enough leadership.

Magic
There are over 50 schools of magic, from necromancy to quakery, but there are 3 general magic schools: Order, Distortions, and Chaos.

Order Magic: Spells of healing, sheilding, and powerups. Preserves friendly forces. The site lists other magics, which you can view yourself.

This is the screenshot section of the site (the first of 4 pages). Some of the screenshots have the adventure map in the bottom-right corner so I guess they are from the adventure map itself. Here is one of them. The actual "adventure map" section of the site is still closed.

P.S. Although my Russian is fine I don't feel like translating the whole site, so you better find someone more serious for this task.
However, if you'll have any more specific questions I'll try to help.

Edit: well, I decided too at least add a little something to what Daystar said:

Characters
Warrior:... he is also a better leader than the rest so he can get himself a bigger and stronger army earlier on.

Paladin:... they can't really do anything special with the artifacts, but they are supplied with them by the temples(whatever that means).

Wizard:... they also can use more artifacts then the rest.

Role System
The heores don't get Skill Runes and abilities. They get Skill Runes that they can trade for Abilities at any time.

Title: As you move through the game you will complete certain tasks and be awarded with new titles by the king ( I think it's similiar to the 4 ranks that every character in KB had). The higher the title the better the units, artifacts and magic you can use. Moreover, some of the missions and game situations are "tied" with certain titles.

"Polygon" = Mana (where did you get that word?)

Fury (Rage): summons perfumes lol. It is used to summon Rage Spirits. The Rage level gradually goes down on the adventure map.

Races
Humans:
Humans began as a bloodthirsty war like race, and more than once found themselves on the verge of extinction. However, by switching bloodthirst with cunning ways, and war with trade and diplomacy the managed to establish their own kingdom.

Former enemies became friendly neighbors and trade partners. However, internal conflicts force the humans to maintain a formidable and well trained army. Human warriors are greatly valued because of their discipline and experience. Humans also tame wild beats such as griffons and horses to fight for them. Few can withstand the assault of their heavy cavalry.

Compared to the elder races humans learned to use magic not long ago. However, they turned magic into a science, and came up with a whole theory on which magic is based (theory might not be the right word, what I meant was that the found the "laws of magic" like the "laws of physics"). Humans specialize in combat magic. They disregard ancient restrictions and warnings and revive ancient forbidden spells. The best Necromancers and Demonologists are human mages.

So are the best slayers of undead and demons. Temples train warrior-priests to fight evil. They also use magic, but they are relying on divine intervention more then on magic power. Only humans could think of using the gods for their own purposes.

Elves:
The proud elves rarely venture out of their Great Forest, and don't tolerate any strangers. The firstborn, as they call themselves, they despise all the lower races. Unharmed by sickness and living for thousands of years, they never act hastily and prefer passive observation over active actions.

Their thousands year knowledge and experience, as well as their natural magic skills, make elves dangerous enemies. Living in an alliance with the forces of nature, the elves are supported by the Great Forest and its habitants. Dangerous predators and mistic creatures are elves' allies and often fight side by side with the pointy-eared longlivers.

The magic of the elves is nature's magic - protective and creative. Refined by centuries, the graceful spells of the elves are unbelievably effective when performed by elvish wizards, and can successfully be used in battle for defense as well as for offense.

The main force of the elvish army is their unmatched archers. Surprisingly, contrary to the common belief, elves almost don't hunt - unless their prey is a stranger who invaded their lands. Elves rarely kill animals. Archery along with dancing and poetry - is one of the ancient elvish traditions.

Elves treat gods with respect, but without servility. The gods don't interfere with the elves' business - the elves don't interefere with the gods' business. However, their temples and altars of the long gone atar-Ilinur, god-creator, are regularly filled with gifts.

Dwarves:

Orcs:

Undead:

Demons:

Neutrals:

Spirits
This are the Rage Spirits I was talking about earlier. Some more description is given about the first 2, but nothing really important.

Items (Map Objects)
The last one is:
Container with creatures. It can be some sprouts of ents, griffin or dragon eggs, coffins with undead etc. These can be carried in hero's inventory and used at any moment to add the creatures to the heor's army (if he has enough room and Leadership).

Magic
Order Magic: also contains divine spells. Some of the spells: Lightning (deals damage to a single unit with a chance to stun), Healing (heals living, damages undead, not affecting demons), Bless, Ressurection, Demon Slayer, Divine Armor and more.

Distortion: Also contains illusion and mind-affecting spells. Some more examples: Pain Mirror (reflectes a percentage of the damage back to the attacker, cast on enemy units), Target (cast on friendly unit, enemy units try to attack that unit), Invisibility, Teleport, Berserk, Trap and more.

Chaos: Also contains necromancy and demonology. Some examples: Contamination (reduces defense, attack and resistances of a single unit, creatures who fight that unit have a chance to be contaminated, undead and demons are immune), Blind (the usual blind), Fireball, Fear, Curse, Book of Evil, Call of the Necromancer, Hell's Breath, Magic Shackles and more.

Tactics
Action Points: Every unit has AP that replenishes every round. Units spend 1 AP for every step and they need at least 1 AP to attack or use Special Abilities. So an archer can take one step back and then shoot and a fighter can move close to the enemy unit (without using all his AP) wait a few turns in the limits of the current round and then attack.

Special Abilities: Many units have SA (3 at the most) that they can use during the battle. They can perform empowered attacks, change their stats, cast spells and even change the combat arena itself! There are 2 types of SA: limited (e.g. an Alchemist has only 1 throwing potion of each one of the 3 types) and rechargeable (e.g. a Spider generates web and can entangle an enemy every 4 rounds).

Damage Types: Different units can deal different damage (normal, magic, fire, poison). Also, different units have different immunities, resistances and vulnurabilities (e.g. plant creatures are vulnurable to fire and immune to poison). Damaging spells also deal different types of damage.

There, I think that's about it. If you have any question on what I posted or didn't post feel free to ask.____________DON'T BE A NOOB, JOIN A.D.V.E.N.T.U.R.E.

well the truth here is that King's bounty was the original game... not heroes... I know they are not the original creators... but Nival either... so we must give them a chance to make the game... and see what is the result ____________Dig Out Your Soul